blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
Benoit Bolsee 06a7155b68 BGE: user control to compound shape and setParent.
Compound shape control
======================
1) GUI control
It is now possible to control which child shape is added to 
a parent compound shape in the Physics buttons. The "Compound"
shape button becomes "Add to parent" on child objects and
determines whether the child shape is to be added to the top
parent compound shape when the game is stated.

Notes: * "Compound" is only available to top parent objects
         (objects without parent).
       * Nesting of compound shape is not possible: a child
         object with "Add to parent" button set will be added
         to the top parent compound shape, regardless of its
         position in the parent-child hierarchy and even if its
         immediate parent doesn't have the "Add to parent" button set.

2) runtime control
It is now possible to control the compound shape at runtime:
The SetParent actuator has a new "Compound" button that indicates
whether the object shape should be added to the compound shape
of the parent object, provided the parent has a compound shape
of course. If not, the object retain it's individual state
while parented.
Similarly, the KX_GameObject.setParent() python function has
a new compound parameter.

Notes: * When an object is dynamically added to a compound 
         shape, it looses temporarily all its physics capability
         to the benefit of the parent: it cannot register collisions
         and the characteristics of its shape are lost (ghost, sensor,
         dynamic, etc.). 
       * Nested compound shape is not supported: if the object
         being parented is already a compound shape, it is not
         added to the compound parent (as if the Compound option 
         was not set in the actuator or the setParent function).
       * To ensure compatibility with old blend files, the Blender
         subversion is changed to 2.48.5 and the old blend files
         are automatically converted to match the old behavior: 
         all children of a Compound object will have the "Add to
         parent" button set automatically.

Child ghost control
===================
It is now possible to control if an object should becomes ghost
or solid when parented. This is only applicable if the object
is not added to the parent compound shape (see above).
A new "Ghost" button is available on the SetParent actuator to 
that effect. Similarly the KX_GameObject.setParent() python function
has a new compound parameter.

Notes: * This option is not applicable to sensor objects: they stay
         ghost all the time.
       * Make sure the child object does not enter in collision with
         the parent shape when the Ghost option if off and the parent is
         dynamic: the collision creates a reaction force but the parent
         cannot escape the child, so the force builds up and produces
         eratic movements.
       * The collision capability of an ordinary object (dynamic or static)
         is limited when it is parented: it becomes automatically static
         and can only detect dynamic and sensor objects.
       * A sensor object retain its full collision capability when parented:
         it can detect static and dynamic object.

Python control
==============
KX_GameObject.setParent(parent,compound,ghost):
	Sets this object's parent. 
	Control the shape status with the optional compound and ghost parameters:
	compound=1: the object shape should be added to the parent compound shape (default)
	compound=0: the object should keep its individual shape. 
	In that case you can control if it should be ghost or not:
	ghost=1 if the object should be made ghost while parented (default)
	ghost=0 if the object should be solid while parented 
	Note: if the object type is sensor, it stays ghost regardless of ghost parameter
		
	parent: KX_GameObject reference or string (object name w/o OB prefix)
2009-05-21 13:32:15 +00:00

1228 lines
36 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifdef WIN32
#pragma warning (disable : 4786)
#endif
#include "MT_assert.h"
// defines USE_ODE to choose physics engine
#include "KX_ConvertPhysicsObject.h"
#include "BL_DeformableGameObject.h"
#include "RAS_MeshObject.h"
#include "KX_Scene.h"
#include "SYS_System.h"
#include "BL_SkinMeshObject.h"
#include "BulletSoftBody/btSoftBody.h"
#include "PHY_Pro.h" //todo cleanup
#include "KX_ClientObjectInfo.h"
#include "GEN_Map.h"
#include "GEN_HashedPtr.h"
#include "KX_PhysicsEngineEnums.h"
#include "PHY_Pro.h"
#include "KX_MotionState.h" // bridge between motionstate and scenegraph node
extern "C"{
#include "BKE_DerivedMesh.h"
}
#ifdef USE_ODE
#include "KX_OdePhysicsController.h"
#include "OdePhysicsEnvironment.h"
#endif //USE_ODE
// USE_SUMO_SOLID is defined in headerfile KX_ConvertPhysicsObject.h
#ifdef USE_SUMO_SOLID
#include "SumoPhysicsEnvironment.h"
#include "KX_SumoPhysicsController.h"
// sumo physics specific
#include "SM_Object.h"
#include "SM_FhObject.h"
#include "SM_Scene.h"
#include "SM_ClientObjectInfo.h"
#include "KX_SumoPhysicsController.h"
struct KX_PhysicsInstance
{
DT_VertexBaseHandle m_vertexbase;
RAS_DisplayArray* m_darray;
RAS_IPolyMaterial* m_material;
KX_PhysicsInstance(DT_VertexBaseHandle vertex_base, RAS_DisplayArray *darray, RAS_IPolyMaterial* mat)
: m_vertexbase(vertex_base),
m_darray(darray),
m_material(mat)
{
}
~KX_PhysicsInstance()
{
DT_DeleteVertexBase(m_vertexbase);
}
};
static GEN_Map<GEN_HashedPtr,DT_ShapeHandle> map_gamemesh_to_sumoshape;
static GEN_Map<GEN_HashedPtr, KX_PhysicsInstance*> map_gamemesh_to_instance;
// forward declarations
static void BL_RegisterSumoObject(KX_GameObject* gameobj,class SM_Scene* sumoScene,class SM_Object* sumoObj,const STR_String& matname,bool isDynamic,bool isActor);
static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope);
void KX_ConvertSumoObject( KX_GameObject* gameobj,
RAS_MeshObject* meshobj,
KX_Scene* kxscene,
PHY_ShapeProps* kxshapeprops,
PHY_MaterialProps* kxmaterial,
struct KX_ObjectProperties* objprop)
{
SM_ShapeProps* smprop = new SM_ShapeProps;
smprop->m_ang_drag = kxshapeprops->m_ang_drag;
smprop->m_do_anisotropic = kxshapeprops->m_do_anisotropic;
smprop->m_do_fh = kxshapeprops->m_do_fh;
smprop->m_do_rot_fh = kxshapeprops->m_do_rot_fh ;
smprop->m_friction_scaling[0] = kxshapeprops->m_friction_scaling[0];
smprop->m_friction_scaling[1] = kxshapeprops->m_friction_scaling[1];
smprop->m_friction_scaling[2] = kxshapeprops->m_friction_scaling[2];
smprop->m_inertia = MT_Vector3(1., 1., 1.) * kxshapeprops->m_inertia;
smprop->m_lin_drag = kxshapeprops->m_lin_drag;
smprop->m_mass = kxshapeprops->m_mass;
smprop->m_radius = objprop->m_radius;
SM_MaterialProps* smmaterial = new SM_MaterialProps;
smmaterial->m_fh_damping = kxmaterial->m_fh_damping;
smmaterial->m_fh_distance = kxmaterial->m_fh_distance;
smmaterial->m_fh_normal = kxmaterial->m_fh_normal;
smmaterial->m_fh_spring = kxmaterial->m_fh_spring;
smmaterial->m_friction = kxmaterial->m_friction;
smmaterial->m_restitution = kxmaterial->m_restitution;
SumoPhysicsEnvironment* sumoEnv =
(SumoPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
SM_Scene* sceneptr = sumoEnv->GetSumoScene();
SM_Object* sumoObj=NULL;
if (objprop->m_dyna && objprop->m_isactor)
{
DT_ShapeHandle shape = NULL;
bool polytope = false;
switch (objprop->m_boundclass)
{
case KX_BOUNDBOX:
shape = DT_NewBox(objprop->m_boundobject.box.m_extends[0],
objprop->m_boundobject.box.m_extends[1],
objprop->m_boundobject.box.m_extends[2]);
smprop->m_inertia.scale(objprop->m_boundobject.box.m_extends[0]*objprop->m_boundobject.box.m_extends[0],
objprop->m_boundobject.box.m_extends[1]*objprop->m_boundobject.box.m_extends[1],
objprop->m_boundobject.box.m_extends[2]*objprop->m_boundobject.box.m_extends[2]);
smprop->m_inertia *= smprop->m_mass/MT_Vector3(objprop->m_boundobject.box.m_extends).length();
break;
case KX_BOUNDCYLINDER:
shape = DT_NewCylinder(smprop->m_radius, objprop->m_boundobject.c.m_height);
smprop->m_inertia.scale(smprop->m_mass*smprop->m_radius*smprop->m_radius,
smprop->m_mass*smprop->m_radius*smprop->m_radius,
smprop->m_mass*objprop->m_boundobject.c.m_height*objprop->m_boundobject.c.m_height);
break;
case KX_BOUNDCONE:
shape = DT_NewCone(objprop->m_radius, objprop->m_boundobject.c.m_height);
smprop->m_inertia.scale(smprop->m_mass*smprop->m_radius*smprop->m_radius,
smprop->m_mass*smprop->m_radius*smprop->m_radius,
smprop->m_mass*objprop->m_boundobject.c.m_height*objprop->m_boundobject.c.m_height);
break;
/* Dynamic mesh objects. WARNING! slow. */
case KX_BOUNDPOLYTOPE:
polytope = true;
// fall through
case KX_BOUNDMESH:
if (meshobj && meshobj->NumPolygons() > 0)
{
if ((shape = CreateShapeFromMesh(meshobj, polytope)))
{
// TODO: calculate proper inertia
smprop->m_inertia *= smprop->m_mass*smprop->m_radius*smprop->m_radius;
break;
}
}
/* If CreateShapeFromMesh fails, fall through and use sphere */
default:
case KX_BOUNDSPHERE:
shape = DT_NewSphere(objprop->m_radius);
smprop->m_inertia *= smprop->m_mass*smprop->m_radius*smprop->m_radius;
break;
}
sumoObj = new SM_Object(shape, !objprop->m_ghost?smmaterial:NULL,smprop,NULL);
sumoObj->setRigidBody(objprop->m_angular_rigidbody?true:false);
BL_RegisterSumoObject(gameobj,sceneptr,sumoObj,"",true, true);
}
else {
// non physics object
if (meshobj)
{
int numpolys = meshobj->NumPolygons();
{
DT_ShapeHandle complexshape=0;
bool polytope = false;
switch (objprop->m_boundclass)
{
case KX_BOUNDBOX:
complexshape = DT_NewBox(objprop->m_boundobject.box.m_extends[0], objprop->m_boundobject.box.m_extends[1], objprop->m_boundobject.box.m_extends[2]);
break;
case KX_BOUNDSPHERE:
complexshape = DT_NewSphere(objprop->m_boundobject.c.m_radius);
break;
case KX_BOUNDCYLINDER:
complexshape = DT_NewCylinder(objprop->m_boundobject.c.m_radius, objprop->m_boundobject.c.m_height);
break;
case KX_BOUNDCONE:
complexshape = DT_NewCone(objprop->m_boundobject.c.m_radius, objprop->m_boundobject.c.m_height);
break;
case KX_BOUNDPOLYTOPE:
polytope = true;
// fall through
default:
case KX_BOUNDMESH:
if (numpolys>0)
{
complexshape = CreateShapeFromMesh(meshobj, polytope);
//std::cout << "Convert Physics Mesh: " << meshobj->GetName() << std::endl;
/* if (!complexshape)
{
// Something has to be done here - if the object has no polygons, it will not be able to have
// sensors attached to it.
DT_Vector3 pt = {0., 0., 0.};
complexshape = DT_NewSphere(1.0);
objprop->m_ghost = evilObject = true;
} */
}
break;
}
if (complexshape)
{
SM_Object *dynamicParent = NULL;
if (objprop->m_dynamic_parent)
{
// problem is how to find the dynamic parent
// in the scenegraph
KX_SumoPhysicsController* sumoctrl =
(KX_SumoPhysicsController*)
objprop->m_dynamic_parent->GetPhysicsController();
if (sumoctrl)
{
dynamicParent = sumoctrl->GetSumoObject();
}
MT_assert(dynamicParent);
}
sumoObj = new SM_Object(complexshape,!objprop->m_ghost?smmaterial:NULL,NULL, dynamicParent);
const STR_String& matname=meshobj->GetMaterialName(0);
BL_RegisterSumoObject(gameobj,sceneptr,
sumoObj,
matname,
objprop->m_dyna,
objprop->m_isactor);
}
}
}
}
// physics object get updated here !
// lazy evaluation because we might not support scaling !gameobj->UpdateTransform();
if (objprop->m_in_active_layer && sumoObj)
{
sceneptr->add(*sumoObj);
}
}
static void BL_RegisterSumoObject(
KX_GameObject* gameobj,
class SM_Scene* sumoScene,
class SM_Object* sumoObj,
const STR_String& matname,
bool isDynamic,
bool isActor)
{
PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
// need easy access, not via 'node' etc.
KX_SumoPhysicsController* physicscontroller = new KX_SumoPhysicsController(sumoScene,sumoObj,motionstate,isDynamic);
gameobj->SetPhysicsController(physicscontroller,isDynamic);
if (!gameobj->getClientInfo())
std::cout << "BL_RegisterSumoObject: WARNING: Object " << gameobj->GetName() << " has no client info" << std::endl;
physicscontroller->setNewClientInfo(gameobj->getClientInfo());
gameobj->GetSGNode()->AddSGController(physicscontroller);
gameobj->getClientInfo()->m_type = (isActor ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC);
// store materialname in auxinfo, needed for touchsensors
gameobj->getClientInfo()->m_auxilary_info = (matname.Length() ? (void*)(matname.ReadPtr()+2) : NULL);
physicscontroller->SetObject(gameobj->GetSGNode());
}
static DT_ShapeHandle InstancePhysicsComplex(RAS_MeshObject* meshobj, RAS_DisplayArray *darray, RAS_IPolyMaterial *mat)
{
// instance a mesh from a single vertex array & material
const RAS_TexVert *vertex_array = &darray->m_vertex[0];
DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getXYZ(), sizeof(RAS_TexVert));
DT_ShapeHandle shape = DT_NewComplexShape(vertex_base);
std::vector<DT_Index> indices;
for (int p = 0; p < meshobj->NumPolygons(); p++)
{
RAS_Polygon* poly = meshobj->GetPolygon(p);
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{
DT_Begin();
DT_VertexIndex(poly->GetVertexOffset(0));
DT_VertexIndex(poly->GetVertexOffset(1));
DT_VertexIndex(poly->GetVertexOffset(2));
DT_End();
// tesselate
if (poly->VertexCount() == 4)
{
DT_Begin();
DT_VertexIndex(poly->GetVertexOffset(0));
DT_VertexIndex(poly->GetVertexOffset(2));
DT_VertexIndex(poly->GetVertexOffset(3));
DT_End();
}
}
}
//DT_VertexIndices(indices.size(), &indices[0]);
DT_EndComplexShape();
map_gamemesh_to_instance.insert(GEN_HashedPtr(meshobj), new KX_PhysicsInstance(vertex_base, darray, mat));
return shape;
}
static DT_ShapeHandle InstancePhysicsPolytope(RAS_MeshObject* meshobj, RAS_DisplayArray *darray, RAS_IPolyMaterial *mat)
{
// instance a mesh from a single vertex array & material
const RAS_TexVert *vertex_array = &darray->m_vertex[0];
DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getXYZ(), sizeof(RAS_TexVert));
std::vector<DT_Index> indices;
for (int p = 0; p < meshobj->NumPolygons(); p++)
{
RAS_Polygon* poly = meshobj->GetPolygon(p);
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{
indices.push_back(poly->GetVertexOffset(0));
indices.push_back(poly->GetVertexOffset(1));
indices.push_back(poly->GetVertexOffset(2));
if (poly->VertexCount() == 4)
indices.push_back(poly->GetVertexOffset(3));
}
}
DT_ShapeHandle shape = DT_NewPolytope(vertex_base);
DT_VertexIndices(indices.size(), &indices[0]);
DT_EndPolytope();
map_gamemesh_to_instance.insert(GEN_HashedPtr(meshobj), new KX_PhysicsInstance(vertex_base, darray, mat));
return shape;
}
// This will have to be a method in a class somewhere...
// Update SOLID with a changed physics mesh.
// not used... yet.
bool KX_ReInstanceShapeFromMesh(RAS_MeshObject* meshobj)
{
KX_PhysicsInstance *instance = *map_gamemesh_to_instance[GEN_HashedPtr(meshobj)];
if (instance)
{
const RAS_TexVert *vertex_array = &instance->m_darray->m_vertex[0];
DT_ChangeVertexBase(instance->m_vertexbase, vertex_array[0].getXYZ());
return true;
}
return false;
}
static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope)
{
DT_ShapeHandle *shapeptr = map_gamemesh_to_sumoshape[GEN_HashedPtr(meshobj)];
// Mesh has already been converted: reuse
if (shapeptr)
{
return *shapeptr;
}
// Mesh has no polygons!
int numpolys = meshobj->NumPolygons();
if (!numpolys)
{
return NULL;
}
// Count the number of collision polygons and check they all come from the same
// vertex array
int numvalidpolys = 0;
RAS_DisplayArray *darray = NULL;
RAS_IPolyMaterial *poly_material = NULL;
bool reinstance = true;
for (int p=0; p<numpolys; p++)
{
RAS_Polygon* poly = meshobj->GetPolygon(p);
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{
// check polygon is from the same vertex array
if (poly->GetDisplayArray() != darray)
{
if (darray == NULL)
darray = poly->GetDisplayArray();
else
{
reinstance = false;
darray = NULL;
}
}
// check poly is from the same material
if (poly->GetMaterial()->GetPolyMaterial() != poly_material)
{
if (poly_material)
{
reinstance = false;
poly_material = NULL;
}
else
poly_material = poly->GetMaterial()->GetPolyMaterial();
}
// count the number of collision polys
numvalidpolys++;
// We have one collision poly, and we can't reinstance, so we
// might as well break here.
if (!reinstance)
break;
}
}
// No collision polygons
if (numvalidpolys < 1)
return NULL;
DT_ShapeHandle shape;
if (reinstance)
{
if (polytope)
shape = InstancePhysicsPolytope(meshobj, darray, poly_material);
else
shape = InstancePhysicsComplex(meshobj, darray, poly_material);
}
else
{
if (polytope)
{
std::cout << "CreateShapeFromMesh: " << meshobj->GetName() << " is not suitable for polytope." << std::endl;
if (!poly_material)
std::cout << " Check mesh materials." << std::endl;
if (darray == NULL)
std::cout << " Check number of vertices." << std::endl;
}
shape = DT_NewComplexShape(NULL);
numvalidpolys = 0;
for (int p2=0; p2<numpolys; p2++)
{
RAS_Polygon* poly = meshobj->GetPolygon(p2);
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{ /* We have to tesselate here because SOLID can only raycast triangles */
DT_Begin();
/* V1, V2, V3 */
DT_Vertex(poly->GetVertex(2)->getXYZ());
DT_Vertex(poly->GetVertex(1)->getXYZ());
DT_Vertex(poly->GetVertex(0)->getXYZ());
numvalidpolys++;
DT_End();
if (poly->VertexCount() == 4)
{
DT_Begin();
/* V1, V3, V4 */
DT_Vertex(poly->GetVertex(3)->getXYZ());
DT_Vertex(poly->GetVertex(2)->getXYZ());
DT_Vertex(poly->GetVertex(0)->getXYZ());
numvalidpolys++;
DT_End();
}
}
}
DT_EndComplexShape();
}
if (numvalidpolys > 0)
{
map_gamemesh_to_sumoshape.insert(GEN_HashedPtr(meshobj),shape);
return shape;
}
delete shape;
return NULL;
}
void KX_ClearSumoSharedShapes()
{
int numshapes = map_gamemesh_to_sumoshape.size();
int i;
for (i=0;i<numshapes ;i++)
{
DT_ShapeHandle shape = *map_gamemesh_to_sumoshape.at(i);
DT_DeleteShape(shape);
}
map_gamemesh_to_sumoshape.clear();
for (i=0; i < map_gamemesh_to_instance.size(); i++)
delete *map_gamemesh_to_instance.at(i);
map_gamemesh_to_instance.clear();
}
#endif //USE_SUMO_SOLID
#ifdef USE_ODE
void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
RAS_MeshObject* meshobj,
KX_Scene* kxscene,
struct PHY_ShapeProps* shapeprops,
struct PHY_MaterialProps* smmaterial,
struct KX_ObjectProperties* objprop)
{
// not yet, future extension :)
bool dyna=objprop->m_dyna;
bool fullRigidBody= ( objprop->m_dyna && objprop->m_angular_rigidbody) != 0;
bool phantom = objprop->m_ghost;
class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
class ODEPhysicsEnvironment* odeEnv =
(ODEPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
dxSpace* space = odeEnv->GetOdeSpace();
dxWorld* world = odeEnv->GetOdeWorld();
bool isSphere = false;
switch (objprop->m_boundclass)
{
case KX_BOUNDBOX:
{
KX_OdePhysicsController* physicscontroller =
new KX_OdePhysicsController(
dyna,
fullRigidBody,
phantom,
motionstate,
space,
world,
shapeprops->m_mass,
smmaterial->m_friction,
smmaterial->m_restitution,
isSphere,
objprop->m_boundobject.box.m_center,
objprop->m_boundobject.box.m_extends,
objprop->m_boundobject.c.m_radius
);
gameobj->SetPhysicsController(physicscontroller);
physicscontroller->setNewClientInfo(gameobj->getClientInfo());
gameobj->GetSGNode()->AddSGController(physicscontroller);
bool isActor = objprop->m_isactor;
STR_String materialname;
if (meshobj)
materialname = meshobj->GetMaterialName(0);
const char* matname = materialname.ReadPtr();
physicscontroller->SetObject(gameobj->GetSGNode());
break;
}
default:
{
}
};
}
#endif // USE_ODE
#ifdef USE_BULLET
#include "CcdPhysicsEnvironment.h"
#include "CcdPhysicsController.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
#include "KX_BulletPhysicsController.h"
#include "btBulletDynamicsCommon.h"
#ifdef WIN32
#if _MSC_VER >= 1310
//only use SIMD Hull code under Win32
//#define TEST_HULL 1
#ifdef TEST_HULL
#define USE_HULL 1
//#define TEST_SIMD_HULL 1
#include "NarrowPhaseCollision/Hull.h"
#endif //#ifdef TEST_HULL
#endif //_MSC_VER
#endif //WIN32
class KX_SoftBodyDeformer : public RAS_Deformer
{
class RAS_MeshObject* m_pMeshObject;
class BL_DeformableGameObject* m_gameobj;
public:
KX_SoftBodyDeformer(RAS_MeshObject* pMeshObject,BL_DeformableGameObject* gameobj)
:m_pMeshObject(pMeshObject),
m_gameobj(gameobj)
{
//printf("KX_SoftBodyDeformer\n");
};
virtual ~KX_SoftBodyDeformer()
{
//printf("~KX_SoftBodyDeformer\n");
};
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
{
void **h_obj = (*map)[m_gameobj];
if (h_obj) {
m_gameobj = (BL_DeformableGameObject*)(*h_obj);
m_pMeshObject = m_gameobj->GetMesh(0);
} else {
m_gameobj = NULL;
m_pMeshObject = NULL;
}
}
virtual bool Apply(class RAS_IPolyMaterial *polymat)
{
KX_BulletPhysicsController* ctrl = (KX_BulletPhysicsController*) m_gameobj->GetPhysicsController();
if (!ctrl)
return false;
btSoftBody* softBody= ctrl->GetSoftBody();
if (!softBody)
return false;
//printf("apply\n");
RAS_MeshSlot::iterator it;
RAS_MeshMaterial *mmat;
RAS_MeshSlot *slot;
size_t i;
// update the vertex in m_transverts
Update();
// The vertex cache can only be updated for this deformer:
// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
// share the same mesh (=the same cache). As the rendering is done per polymaterial
// cycling through the objects, the entire mesh cache cannot be updated in one shot.
mmat = m_pMeshObject->GetMeshMaterial(polymat);
if(!mmat->m_slots[(void*)m_gameobj])
return true;
slot = *mmat->m_slots[(void*)m_gameobj];
// for each array
for(slot->begin(it); !slot->end(it); slot->next(it))
{
btSoftBody::tNodeArray& nodes(softBody->m_nodes);
int index = 0;
for(i=it.startvertex; i<it.endvertex; i++,index++) {
RAS_TexVert& v = it.vertex[i];
btAssert(v.getSoftBodyIndex() >= 0);
MT_Point3 pt (
nodes[v.getSoftBodyIndex()].m_x.getX(),
nodes[v.getSoftBodyIndex()].m_x.getY(),
nodes[v.getSoftBodyIndex()].m_x.getZ());
v.SetXYZ(pt);
MT_Vector3 normal (
nodes[v.getSoftBodyIndex()].m_n.getX(),
nodes[v.getSoftBodyIndex()].m_n.getY(),
nodes[v.getSoftBodyIndex()].m_n.getZ());
v.SetNormal(normal);
}
}
return true;
}
virtual bool Update(void)
{
//printf("update\n");
m_bDynamic = true;
return true;//??
}
virtual bool UpdateBuckets(void)
{
// this is to update the mesh slots outside the rasterizer,
// no need to do it for this deformer, it's done in any case in Apply()
return false;
}
virtual RAS_Deformer *GetReplica()
{
KX_SoftBodyDeformer* deformer = new KX_SoftBodyDeformer(*this);
deformer->ProcessReplica();
return deformer;
}
virtual void ProcessReplica()
{
// we have two pointers to deal with but we cannot do it now, will be done in Relink
m_bDynamic = false;
}
virtual bool SkipVertexTransform()
{
return true;
}
protected:
//class RAS_MeshObject *m_pMesh;
};
// forward declarations
void KX_ConvertBulletObject( class KX_GameObject* gameobj,
class RAS_MeshObject* meshobj,
struct DerivedMesh* dm,
class KX_Scene* kxscene,
struct PHY_ShapeProps* shapeprops,
struct PHY_MaterialProps* smmaterial,
struct KX_ObjectProperties* objprop)
{
CcdPhysicsEnvironment* env = (CcdPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
assert(env);
bool isbulletdyna = false;
bool isbulletsensor = false;
CcdConstructionInfo ci;
class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
class CcdShapeConstructionInfo *shapeInfo = new CcdShapeConstructionInfo();
if (!objprop->m_dyna)
{
ci.m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT;
}
if (objprop->m_ghost)
{
ci.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE;
}
ci.m_MotionState = motionstate;
ci.m_gravity = btVector3(0,0,0);
ci.m_localInertiaTensor =btVector3(0,0,0);
ci.m_mass = objprop->m_dyna ? shapeprops->m_mass : 0.f;
ci.m_clamp_vel_min = shapeprops->m_clamp_vel_min;
ci.m_clamp_vel_max = shapeprops->m_clamp_vel_max;
ci.m_margin = objprop->m_margin;
shapeInfo->m_radius = objprop->m_radius;
isbulletdyna = objprop->m_dyna;
isbulletsensor = objprop->m_sensor;
ci.m_localInertiaTensor = btVector3(ci.m_mass/3.f,ci.m_mass/3.f,ci.m_mass/3.f);
btCollisionShape* bm = 0;
switch (objprop->m_boundclass)
{
case KX_BOUNDSPHERE:
{
//float radius = objprop->m_radius;
//btVector3 inertiaHalfExtents (
// radius,
// radius,
// radius);
//blender doesn't support multisphere, but for testing:
//bm = new MultiSphereShape(inertiaHalfExtents,,&trans.getOrigin(),&radius,1);
shapeInfo->m_shapeType = PHY_SHAPE_SPHERE;
bm = shapeInfo->CreateBulletShape(ci.m_margin);
break;
};
case KX_BOUNDBOX:
{
shapeInfo->m_halfExtend.setValue(
objprop->m_boundobject.box.m_extends[0],
objprop->m_boundobject.box.m_extends[1],
objprop->m_boundobject.box.m_extends[2]);
shapeInfo->m_halfExtend /= 2.0;
shapeInfo->m_halfExtend = shapeInfo->m_halfExtend.absolute();
shapeInfo->m_shapeType = PHY_SHAPE_BOX;
bm = shapeInfo->CreateBulletShape(ci.m_margin);
break;
};
case KX_BOUNDCYLINDER:
{
shapeInfo->m_halfExtend.setValue(
objprop->m_boundobject.c.m_radius,
objprop->m_boundobject.c.m_radius,
objprop->m_boundobject.c.m_height * 0.5f
);
shapeInfo->m_shapeType = PHY_SHAPE_CYLINDER;
bm = shapeInfo->CreateBulletShape(ci.m_margin);
break;
}
case KX_BOUNDCONE:
{
shapeInfo->m_radius = objprop->m_boundobject.c.m_radius;
shapeInfo->m_height = objprop->m_boundobject.c.m_height;
shapeInfo->m_shapeType = PHY_SHAPE_CONE;
bm = shapeInfo->CreateBulletShape(ci.m_margin);
break;
}
case KX_BOUNDPOLYTOPE:
{
shapeInfo->SetMesh(meshobj, dm,true,false);
bm = shapeInfo->CreateBulletShape(ci.m_margin);
break;
}
case KX_BOUNDMESH:
{
bool useGimpact = ((ci.m_mass || isbulletsensor) && !objprop->m_softbody);
// mesh shapes can be shared, check first if we already have a shape on that mesh
class CcdShapeConstructionInfo *sharedShapeInfo = CcdShapeConstructionInfo::FindMesh(meshobj, dm, false,useGimpact);
if (sharedShapeInfo != NULL)
{
delete shapeInfo;
shapeInfo = sharedShapeInfo;
shapeInfo->AddRef();
} else
{
shapeInfo->SetMesh(meshobj, dm, false,useGimpact);
}
// Soft bodies require welding. Only avoid remove doubles for non-soft bodies!
if (objprop->m_softbody)
{
shapeInfo->setVertexWeldingThreshold1(objprop->m_soft_welding); //todo: expose this to the UI
}
bm = shapeInfo->CreateBulletShape(ci.m_margin);
//should we compute inertia for dynamic shape?
//bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
break;
}
}
// ci.m_localInertiaTensor.setValue(0.1f,0.1f,0.1f);
if (!bm)
{
delete motionstate;
delete shapeInfo;
return;
}
//bm->setMargin(ci.m_margin);
if (objprop->m_isCompoundChild)
{
//find parent, compound shape and add to it
//take relative transform into account!
KX_BulletPhysicsController* parentCtrl = (KX_BulletPhysicsController*)objprop->m_dynamic_parent->GetPhysicsController();
assert(parentCtrl);
CcdShapeConstructionInfo* parentShapeInfo = parentCtrl->GetShapeInfo();
btRigidBody* rigidbody = parentCtrl->GetRigidBody();
btCollisionShape* colShape = rigidbody->getCollisionShape();
assert(colShape->isCompound());
btCompoundShape* compoundShape = (btCompoundShape*)colShape;
// compute the local transform from parent, this may include several node in the chain
SG_Node* gameNode = gameobj->GetSGNode();
SG_Node* parentNode = objprop->m_dynamic_parent->GetSGNode();
// relative transform
MT_Vector3 parentScale = parentNode->GetWorldScaling();
parentScale[0] = MT_Scalar(1.0)/parentScale[0];
parentScale[1] = MT_Scalar(1.0)/parentScale[1];
parentScale[2] = MT_Scalar(1.0)/parentScale[2];
MT_Vector3 relativeScale = gameNode->GetWorldScaling() * parentScale;
MT_Matrix3x3 parentInvRot = parentNode->GetWorldOrientation().transposed();
MT_Vector3 relativePos = parentInvRot*((gameNode->GetWorldPosition()-parentNode->GetWorldPosition())*parentScale);
MT_Matrix3x3 relativeRot = parentInvRot*gameNode->GetWorldOrientation();
shapeInfo->m_childScale.setValue(relativeScale[0],relativeScale[1],relativeScale[2]);
bm->setLocalScaling(shapeInfo->m_childScale);
shapeInfo->m_childTrans.getOrigin().setValue(relativePos[0],relativePos[1],relativePos[2]);
float rot[12];
relativeRot.getValue(rot);
shapeInfo->m_childTrans.getBasis().setFromOpenGLSubMatrix(rot);
parentShapeInfo->AddShape(shapeInfo);
compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
//do some recalc?
//recalc inertia for rigidbody
if (!rigidbody->isStaticOrKinematicObject())
{
btVector3 localInertia;
float mass = 1.f/rigidbody->getInvMass();
compoundShape->calculateLocalInertia(mass,localInertia);
rigidbody->setMassProps(mass,localInertia);
}
return;
}
if (objprop->m_hasCompoundChildren)
{
// create a compound shape info
CcdShapeConstructionInfo *compoundShapeInfo = new CcdShapeConstructionInfo();
compoundShapeInfo->m_shapeType = PHY_SHAPE_COMPOUND;
compoundShapeInfo->AddShape(shapeInfo);
// create the compound shape manually as we already have the child shape
btCompoundShape* compoundShape = new btCompoundShape();
compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
// now replace the shape
bm = compoundShape;
shapeInfo = compoundShapeInfo;
}
#ifdef TEST_SIMD_HULL
if (bm->IsPolyhedral())
{
PolyhedralConvexShape* polyhedron = static_cast<PolyhedralConvexShape*>(bm);
if (!polyhedron->m_optionalHull)
{
//first convert vertices in 'Point3' format
int numPoints = polyhedron->GetNumVertices();
Point3* points = new Point3[numPoints+1];
//first 4 points should not be co-planar, so add central point to satisfy MakeHull
points[0] = Point3(0.f,0.f,0.f);
btVector3 vertex;
for (int p=0;p<numPoints;p++)
{
polyhedron->GetVertex(p,vertex);
points[p+1] = Point3(vertex.getX(),vertex.getY(),vertex.getZ());
}
Hull* hull = Hull::MakeHull(numPoints+1,points);
polyhedron->m_optionalHull = hull;
}
}
#endif //TEST_SIMD_HULL
ci.m_collisionShape = bm;
ci.m_shapeInfo = shapeInfo;
ci.m_friction = smmaterial->m_friction;//tweak the friction a bit, so the default 0.5 works nice
ci.m_restitution = smmaterial->m_restitution;
ci.m_physicsEnv = env;
// drag / damping is inverted
ci.m_linearDamping = 1.f - shapeprops->m_lin_drag;
ci.m_angularDamping = 1.f - shapeprops->m_ang_drag;
//need a bit of damping, else system doesn't behave well
ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behaviour
ci.m_do_anisotropic = shapeprops->m_do_anisotropic;
ci.m_anisotropicFriction.setValue(shapeprops->m_friction_scaling[0],shapeprops->m_friction_scaling[1],shapeprops->m_friction_scaling[2]);
//////////
//do Fh, do Rot Fh
ci.m_do_fh = shapeprops->m_do_fh;
ci.m_do_rot_fh = shapeprops->m_do_rot_fh ;
ci.m_fh_damping = smmaterial->m_fh_damping;
ci.m_fh_distance = smmaterial->m_fh_distance;
ci.m_fh_normal = smmaterial->m_fh_normal;
ci.m_fh_spring = smmaterial->m_fh_spring;
ci.m_radius = objprop->m_radius;
///////////////////
ci.m_gamesoftFlag = objprop->m_gamesoftFlag;
ci.m_soft_linStiff = objprop->m_soft_linStiff;
ci.m_soft_angStiff = objprop->m_soft_angStiff; /* angular stiffness 0..1 */
ci.m_soft_volume= objprop->m_soft_volume; /* volume preservation 0..1 */
ci.m_soft_viterations= objprop->m_soft_viterations; /* Velocities solver iterations */
ci.m_soft_piterations= objprop->m_soft_piterations; /* Positions solver iterations */
ci.m_soft_diterations= objprop->m_soft_diterations; /* Drift solver iterations */
ci.m_soft_citerations= objprop->m_soft_citerations; /* Cluster solver iterations */
ci.m_soft_kSRHR_CL= objprop->m_soft_kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
ci.m_soft_kSKHR_CL= objprop->m_soft_kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
ci.m_soft_kSSHR_CL= objprop->m_soft_kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
ci.m_soft_kSR_SPLT_CL= objprop->m_soft_kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
ci.m_soft_kSK_SPLT_CL= objprop->m_soft_kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
ci.m_soft_kSS_SPLT_CL= objprop->m_soft_kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
ci.m_soft_kVCF= objprop->m_soft_kVCF; /* Velocities correction factor (Baumgarte) */
ci.m_soft_kDP= objprop->m_soft_kDP; /* Damping coefficient [0,1] */
ci.m_soft_kDG= objprop->m_soft_kDG; /* Drag coefficient [0,+inf] */
ci.m_soft_kLF= objprop->m_soft_kLF; /* Lift coefficient [0,+inf] */
ci.m_soft_kPR= objprop->m_soft_kPR; /* Pressure coefficient [-inf,+inf] */
ci.m_soft_kVC= objprop->m_soft_kVC; /* Volume conversation coefficient [0,+inf] */
ci.m_soft_kDF= objprop->m_soft_kDF; /* Dynamic friction coefficient [0,1] */
ci.m_soft_kMT= objprop->m_soft_kMT; /* Pose matching coefficient [0,1] */
ci.m_soft_kCHR= objprop->m_soft_kCHR; /* Rigid contacts hardness [0,1] */
ci.m_soft_kKHR= objprop->m_soft_kKHR; /* Kinetic contacts hardness [0,1] */
ci.m_soft_kSHR= objprop->m_soft_kSHR; /* Soft contacts hardness [0,1] */
ci.m_soft_kAHR= objprop->m_soft_kAHR; /* Anchors hardness [0,1] */
ci.m_soft_collisionflags= objprop->m_soft_collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
ci.m_soft_numclusteriterations= objprop->m_soft_numclusteriterations; /* number of iterations to refine collision clusters*/
////////////////////
ci.m_collisionFilterGroup =
(isbulletsensor) ? short(CcdConstructionInfo::SensorFilter) :
(isbulletdyna) ? short(CcdConstructionInfo::DefaultFilter) :
short(CcdConstructionInfo::StaticFilter);
ci.m_collisionFilterMask =
(isbulletsensor) ? short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter) :
(isbulletdyna) ? short(CcdConstructionInfo::AllFilter) :
short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
ci.m_bRigid = objprop->m_dyna && objprop->m_angular_rigidbody;
ci.m_bSoft = objprop->m_softbody;
ci.m_bSensor = isbulletsensor;
MT_Vector3 scaling = gameobj->NodeGetWorldScaling();
ci.m_scaling.setValue(scaling[0], scaling[1], scaling[2]);
KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna,isbulletsensor,objprop->m_hasCompoundChildren);
// shapeInfo is reference counted, decrement now as we don't use it anymore
if (shapeInfo)
shapeInfo->Release();
gameobj->SetPhysicsController(physicscontroller,isbulletdyna);
if (isbulletsensor)
{
// use a different callback function for sensor object,
// bullet will not synchronize, we must do it explicitely
SG_Callbacks& callbacks = gameobj->GetSGNode()->GetCallBackFunctions();
callbacks.m_updatefunc = KX_GameObject::SynchronizeTransformFunc;
}
// don't add automatically sensor object, they are added when a collision sensor is registered
else if (objprop->m_in_active_layer)
{
env->addCcdPhysicsController( physicscontroller);
}
physicscontroller->setNewClientInfo(gameobj->getClientInfo());
{
btRigidBody* rbody = physicscontroller->GetRigidBody();
if (rbody)
{
if (objprop->m_angular_rigidbody)
{
btVector3 linearFactor(
objprop->m_lockXaxis? 0 : 1,
objprop->m_lockYaxis? 0 : 1,
objprop->m_lockZaxis? 0 : 1);
btVector3 angularFactor(
objprop->m_lockXRotaxis? 0 : 1,
objprop->m_lockYRotaxis? 0 : 1,
objprop->m_lockZRotaxis? 0 : 1);
rbody->setLinearFactor(linearFactor);
rbody->setAngularFactor(angularFactor);
}
if (rbody && objprop->m_disableSleeping)
{
rbody->setActivationState(DISABLE_DEACTIVATION);
}
}
}
CcdPhysicsController* parentCtrl = objprop->m_dynamic_parent ? (KX_BulletPhysicsController*)objprop->m_dynamic_parent->GetPhysicsController() : 0;
physicscontroller->setParentCtrl(parentCtrl);
//Now done directly in ci.m_collisionFlags so that it propagates to replica
//if (objprop->m_ghost)
//{
// rbody->setCollisionFlags(rbody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
//}
if (objprop->m_dyna && !objprop->m_angular_rigidbody)
{
/*
//setting the inertia could achieve similar results to constraint the up
//but it is prone to instability, so use special 'Angular' constraint
btVector3 inertia = physicscontroller->GetRigidBody()->getInvInertiaDiagLocal();
inertia.setX(0.f);
inertia.setZ(0.f);
physicscontroller->GetRigidBody()->setInvInertiaDiagLocal(inertia);
physicscontroller->GetRigidBody()->updateInertiaTensor();
*/
//env->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1);
//Now done directly in ci.m_bRigid so that it propagates to replica
//physicscontroller->GetRigidBody()->setAngularFactor(0.f);
;
}
bool isActor = objprop->m_isactor;
gameobj->getClientInfo()->m_type =
(isbulletsensor) ? KX_ClientObjectInfo::OBSENSOR :
(isActor) ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC;
// store materialname in auxinfo, needed for touchsensors
if (meshobj)
{
const STR_String& matname=meshobj->GetMaterialName(0);
gameobj->getClientInfo()->m_auxilary_info = (matname.Length() ? (void*)(matname.ReadPtr()+2) : NULL);
} else
{
gameobj->getClientInfo()->m_auxilary_info = 0;
}
gameobj->GetSGNode()->AddSGController(physicscontroller);
STR_String materialname;
if (meshobj)
materialname = meshobj->GetMaterialName(0);
physicscontroller->SetObject(gameobj->GetSGNode());
///test for soft bodies
if (objprop->m_softbody && physicscontroller)
{
btSoftBody* softBody = physicscontroller->GetSoftBody();
if (softBody && gameobj->GetMesh(0))//only the first mesh, if any
{
//should be a mesh then, so add a soft body deformer
KX_SoftBodyDeformer* softbodyDeformer = new KX_SoftBodyDeformer( gameobj->GetMesh(0),(BL_DeformableGameObject*)gameobj);
gameobj->SetDeformer(softbodyDeformer);
}
}
}
void KX_ClearBulletSharedShapes()
{
}
#endif